@Andre: Thank you man! I can’t keep a safe distance from the render button… specially in a long project. :shrug:
Lets see what kind of tricks I can do for the environment. I’m just not sure about the human character… that’s my weakest point… very weak indeed…
Let’s see what I can do…
@Riccardo: Hey man! Thanks for the comment. Yes, I’m already playing with the shaders. It’s something too complicated for what it is I think but it’s not final. I will try a new technic I came up yesterday.
Basically I will use a particle system to scatter some very little squares (the metal flakes) with some random rotation in a square plane and bake a normal map out of it.
In real world car paint the flakes are “suspended” in the paint itself and reflect light in random directions. That’s what I will try to achieve with this strange technic.
This normal map will be applied to a very rough glossy shader and then there will be a very reflective glossy on top.
…and yes… those flakes are huge at the moment! It’s very hard to get the size right.
@Ian: Thank you Ian! Once again, plausibility it’s what I’m after, so your comment feel very good!
I think Cycles is very intuitive to use… at least for me! You can get good results with simple combinations. However, the glass (plastic) material for the head/taillights covers was a pain. With the “normal” setup it was impossible to see through them so I did some trickery to get them working the way I want!
@Riccardo and Ian: Do you guys what me to post the node trees? They are not final but are in the right direction!